Add positional sounds from the tilemap

This commit is contained in:
2014-06-13 23:41:42 -07:00
parent b865074e56
commit bcccbeb2db

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@@ -80,9 +80,6 @@ function SoundSprite(game, x, y, key, frame,
this.sound_forcerestart = ( typeof sound_forcerestart == undefined ? sound_forcerestart : true );
this.sound_nofade = (typeof sound_alwaysplay == undefined ? sound_alwaysplay : false);
this.max_edge_dist = new Phaser.Point();
this.max_edge_dist.x = game.camera.width / 2;
this.max_edge_dist.y = game.camera.height / 2;
this.sound = null;
}
@@ -123,11 +120,21 @@ SoundSprite.prototype.adjust_relative_to = function(spr) {
var yd = (spr.y - this.y);
if ( yd < 0 )
yd = -(yd);
var hyp = Math.sqrt((xd * xd) + (yd * yd));
var hyp_perfect = Math.sqrt(
((game.camera.width/2) * (game.camera.width/2)) +
((game.camera.height/2) * (game.camera.height/2))
);
if ( yd == 0 ) {
var hyp = xd;
var hyp_perfect = game.camera.width / 2;
} else if ( xd == 0 ) {
var hyp = yd;
var hyp_perfect = game.camera.height / 2;
} else {
var hyp = Math.sqrt((xd * xd) + (yd * yd));
var hyp_perfect = Math.sqrt(
((game.camera.width/2) * (game.camera.width/2)) +
((game.camera.height/2) * (game.camera.height/2))
);
}
this.sound.volume = Math.min(1.0, Number(hyp_perfect / hyp));
console.log([hyp_perfect, hyp, this.sound.volume]);
}